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475 Commits over 518 Days - 0.04cph!

11 Days Ago
re-apply craggy changes
11 Days Ago
post subsurface pass beginnings
11 Days Ago
bring over WaterCamera changes into RRP
11 Days Ago
merge from main
12 Days Ago
hoarded a bunch of changes: - refactored vclouds and vfog for multi camera support - vclouds and vfog ported to RRP with built-in wrappers - match sky dome pos to camera in RRP, including in scene view - scale sky dome to camera far plane in RRP - use CommandBufferManager.OnPreCommandBuffer hook to call OnBeginRendering() in built-in wrappers, fixes update happening after commands buffers were already filled - share TextureDescs between render graph and built-in wrapper render texture creation. Ensures consistent formats, etc - fix skybox rendering twice in scene view - fix water render graph issues on lower quality levels - fix destruction of water dynamics RTHandle
12 Days Ago
sync Rust.RenderPipeline
13 Days Ago
add CommandBufferManager.OnPreCommandBuffer hook
26 Days Ago
add tint from vcolor mode to FXVille Blood World Lighting
27 Days Ago
supply lightdir/color for water again, adjust texture formats
27 Days Ago
fix double-rendering atmosphere
27 Days Ago
sync Rust.RenderPipeline changes: - fix missing shader parameter for legacy shadow caster shaders - render forward opaque objects (only SRPDefaultUnlit and RustLit light modes, allows atmospheric elements to render) - make camera context directly accessible by the camera component - add RustRenderPipeline pipeline shader tag
27 Days Ago
maybe fix error spam in build about WaterSurfaceTex vs PostOpaqueDepth dimensions (separate from editor issue I think)
28 Days Ago
stopgap water sky reflection until we have the water refl probe in RRP
28 Days Ago
fix occasional single-pixel ocean line in canyons
28 Days Ago
add "Affect Occlusion" toggle to detail blend layer, makes blend layer interact with base layer occlusion (lerps it white with the blend weight)
30 Days Ago
fix error spam in edit mode on island scenes
32 Days Ago
add screenshot mode for water SSR, works around cut off reflections in high res screenshots
32 Days Ago
add underwater fog blending for tropical shores in deep sea
32 Days Ago
fix merging of island heights with TerrainMeta.HeightMap.deepSeaHeights
34 Days Ago
fix ocean stuttering in demo playback (forces water.scaled_time behavior when playing demo)
34 Days Ago
fix cloud weirdness when overriding weather state when playing back a demo
34 Days Ago
merge from main
34 Days Ago
vclouds: - cap full res image to 4k in either dimension (prevents GPU murder when taking high res screenshot, aspect ratio is maintained when scaling down) - don't reproject when taking a screenshot, render the full cloud image from scratch - respect time.timescale
35 Days Ago
add deep sea version for environment volume properties ocean overrides
35 Days Ago
underwater fog lerping respects reflection.forceupdate
38 Days Ago
RRP water rendering progress
38 Days Ago
sync with Rust.RenderPipeline: - enable global shader param + keyword when RRP is in use
38 Days Ago
sync with latest Rust.RenderPipeline changes: - camera components can return false in OnBeginRendering() to skip rendering the feature for the camera - reset GraphicsSettings.lightsUseLinearIntensity to false on RRP disposal (Fixes BiRP lighting becoming dark when switching, it was also possible for the true value to get saved in GraphicsSettings.asset which confusingly permanently broke BiRP lighting.)
40 Days Ago
merge from main
2 Months Ago
disable the begin/endContextRendering hooks on CommandBufferManager
2 Months Ago
update existing passes for pipeline changes
2 Months Ago
sync Rust.RenderPipeline changes
2 Months Ago
merge from main
2 Months Ago
port PostOpaqueDepth to RRP, prerequisite for water
3 Months Ago
merge from deepsea_island_shorewetness_fix
3 Months Ago
fix shore wetness on deep sea islands
3 Months Ago
merge from terrain_potato_remove_everywhere (fixes incorrect terrain blending on cliffs and other props on deep sea islands at shader level 1)
3 Months Ago
remove terrain potato mode on all shaders that had it on shader level 1 (fixes incorrect blending on cliffs on deep sea islands, etc)
3 Months Ago
merge from deepsea_portal_weather_fixes
3 Months Ago
fix vclouds not transitioning in portal with forced weather fix portal storm clouds not using proper lighting intensity (were too bright)
3 Months Ago
add graphics.atmospherefogdensityscale
3 Months Ago
merge from deepsea_portal_weather_fixes
3 Months Ago
another compile fix
3 Months Ago
3 Months Ago
merge from deepsea_portal_weather_fixes
3 Months Ago
deep sea/portal weather transitions work with vclouds, fix portal entrance weather transition not actually transitioning from current mainland weather
4 Months Ago
merge from terrain_potato_disable
4 Months Ago
disable potato terrain rendering (shader level 1), level 2 new minimum terrain quality
4 Months Ago
shadows render correctly
4 Months Ago
initial potentially better implementation of screen-space/contact shadows, doesn't work yet